Walmart: Chapter 11

Stormonu

NeoGrognard
Back on the Wotc boards, there was a thread called Walmart: the apocalypse, but that thread is spread over about 800 pages now. Also, there were a few items in it I didn't agree with, so this is "my" version.

I and one of my players/co-dms has picked this up, and we are currently using the Savage World ruleset to play in it. Probably would work pretty well with the new Gamma World rules.

Reserving a few posts to repost the content of the word doc when I get home.
 

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Reserved #1 - Background

Introduction

Two hundred years ago, Sam Walton’s corporation, known as Wal-Mart, grew to a corporation that became a nation unto itself, its population laboring for the corporate giant. One hundred years ago, Wal-mart faltered and fell, its stores closing forever. But its occupants had nowhere to go, nor were they willing to leave their repossessed homes. Now, after years of war for the merchandize within, the game begins in the shattered halls of a superstore turned ruins.

History


June 3, 1940 - The Birth

Sam Walton is born

July 2, 1962 – The Start
Wal-Mart Discount City is opened

1988 – The Passing
Sam Walton passes control to his sons, the Directors

2012 – Unrelenting Growth
Walmart, along with many other megacorporations, lobby Congress to make them immune from monopolistic litigation as “Good Stewards of the Economy”

2015 – Independenance
Walmart stores are converted to run almost entirely on wind and solar power. Walmart receives a license to build and operate their own Nuclear Power Generator to deliver power to the remaining stores, if they agree to share excess power to local communities.

2018 – Moving Day
Walmart opens its first residential superstore, combining apartment living with an attached superstore on the site of a former megamall in Texas.

2020 – The Hubris of the Directors
Over 50% of society now lives in residences somehow attached to a Walmart supercenter. The Directors begin to seek ways to cut costs further by replacing employees with automated systems. Customers who fall too deeply into debt are made into indentured workers for the company, or banished to the wilderness outside the Walmart complexes – a fate destined to end in death.

2022 – Household Brands
Over 90% of employees of Walmart now live in apartment residences attached to super Walmart Centers. Only 5% of non-third-world nations now work for Walmart.

2023 – The War Against High Prices
Mounting inflation problems drive third-world-nations to strike at Walmarts across the world. In response, citizens retreat into Walmart and seal the doors against the invaders. Several Walmarts at the edge of civilation fall to the ravening hordes. Military forces eventually assault the Director’s homelands, as well as knocking out the Walmart Central Distribution Center. Each Walmart community becomes a self-sufficient fortress against the hordes arrayed against them. As winter approaches, the assaults of the Third World falter and fail.

Jan 1st, 1980 – The Day of Darkness
The beginning of the apocalypse occurs when for the first time ever, the lights within most Walmart communities go out when the Central Power Grid is cut. Luckily, most Walmart communities can rely on their back-up systems to kick in, but the damage is done. Scrambled by the reset, the Walmart automated systems act erratically, driving civilization to the brink of destruction before valiant tinkerers and kludge designers manage to bring a balance back to the surviving communities.

1981 – The Final Fall
Revolts spring up in the various Walmart communities, and those in power are town down in violent rebellion. Though the internal systems of Walmart continue to work and churn out needed merchandise, society falls into a dark age within the anarchic corridors of the vast Walmart complexes.
 
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Reserved #2 - Characters

Groups


Cult of the Smiling Ones

Offspring of managers and other higher ups, the Smiling Ones wear blue smocks and smiley-face masks. Often called slashers, Smiling Ones constantly seek to strike down others, offering them up to the Great Smiling One.
Smiling ones take their orders from strategically placed monitors suspended from the ceiling, which show the days “Price Slashers” – electronically generated commercials depicting the Smiling One attacking prices in various departments based on the purchasing trends of Aislers.

Club of Sam

In opposition to the Cult of the Smiling one, the Club of Sam is composed of hand-chosen members who seek to horde valuable merchandise found in the ruins of the superstore. Most of the Club of Sam are descended from well-to-do families who wield cards with unlimited purchasing power, though it tends to recruit heavily from Aislers in times of need.

Brand Gangs

Decked out in merchandise belonging to a specialized brand, brand gangs use their brand logos to speak of their loyalty to the Creators.
Wings of Death: Nike product supporters. Motto “Just do them in”
Nerf Warriors: Padded, and protected, these guys bring the pain to whomever they can.

Greeters

Greeters are secret cult members who travel the superstore to perform good deeds. Greeters oppose both the cult of the smiling one and the club of Sam. They often provide maps or help take supplies to those who need them.

Undercovers

Undercovers are secret cult members who profess to secretly uphold the values of Walmart. They hunt down raiders, shoplifters and other individuals who commit crime across the sectors of Walmart.

Sample Carts

Run by merchants, sample carts are oasises at which tribes can gather for food or other “samples”.

Races


Aislers

Aislers are humans who roam the aisles of Walmart, traveling from department to department to satisfy their basic needs. Each tribe of Aislers possesses one individual with “the card”, a credit card whose ability to use is tied to a DNA scan of the individual who bears it. The card is the most important item of value to the tribe, for with it a tribe has purchasing power with which to feed, clothe and sometimes even entertain those who follow him or her.

Renters

Individuals who have taken up residence in a given building in a sector within a Walmart. Most renters illegally dwell in a given residence, though there are a rare few who have found some way to legally pay for their residence.

SuperSavers

Before the Crash, many individuals had microchips installed into their brains that allowed them to directly interface with the Walmart super computers - often to allow quick purchases, to be alerted of special sales and alerts and the like. After the Crash, however, the implants went beserk, transforming the unfortunate individuals into ravening, almost zombie-like madmen that are drawn to sales with a beserk fury to buy. Unfortunately, since the crash, unfortunate individuals have befallen various forgotten relics that have unwittingly added to the SuperSaver ranks. Likewise, some Brand Gangs use transformation into a SuperSaver as the most extreme form of punishment.
Ratfolk

Former rats mutated by the destruction of the power grid, ratmen have spread out and infested the various Walmart communities, competing for food and supplies with the Aislers. Ratmen are scavengers, hunted by the automated systems that protect the communities.

Third Worlders

Invaders into the Walmart communities, these humans borne of foreigners hunt the stores for the goods and services they need to survive. They tend to have a great hatred for the Aislers, and often hunt such individuals for sport or to acquire cardholders from Aisler tribes. Third Worlders often operate from home bases located in the vast concrete voids outside Walmart communities, known as the Lots.

Roofers

Formed from human bands who either lost or never had “the card”, roofers have developed complex communities among the steel girders far above the store’s aisles. Roofers are forced to raid the aisles for supplies and gear, and sometimes dare to brave the sun-scortched rooftop world of the Walmart communities.

Stockers

While Walmart communities are normally restocked via automated machines and mechanisms, it is the duty of the Stockers to keep various departments well-maintained and supplied. Descended of the few families still employed as workers of the Wal-mart community before the Day of Darkness, Stockers carry strange and powerful devices that grant them mystical control over the various functions of the superstore.
 
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Reserved #3 - The Store(s)

Basic Store Layout

A given Walmart sector is blocked out similar to a city block, and can range in size to cover 1/2 square miles up to city-sized sectors that encompass all of a major city, such as New York or the Dallas-Ft. Worth-Austin Supercenter.

A typical Walmart sector has three to four "stacks".

The lowest stack, actually a sort of sub-basement can be one or more levels deep (commonly about 3). This area is a hub for stock-loaded transport equipment, warehouses, employee work/rest areas, factories and other maintenance areas (such as power stations, mainframe computer control, central heat/air, water supplies, sewage and the like). These areas are highly restricted to authorized personnel only and intruders are subject to attack by the automated security forces of these areas. Despite the dangers, the sub-basement areas are the best way to travel between Walmart sectors - grand tunnels with rail transport engines connect the various sectors through a variety of factory and stock hubs.

At ground level and above, the "first" stack is the economy stack - in some areas of great wealth (before the crash), this stack does not exist. A typical Economy stack is twelve stories tall from floor to ceiling. The ceiling area can be reached by retractable ladders (with the manual controls at floor level; these ladders are always attached to a pillar that reaches the ceiling). A near-invisible catwalk runs the length of the ceiling, and is often used by roofers to watch the world below and prepare raids on the "lower world". There are also access points in the ceiling catwalks that lead to a "midlevel" between the Economy and Value stacks - this area was used by security and employees transferring between levels, and often houses a lot of (empty) office space.

Most economy stack areas are in poor maintenance and living quarters are intermixed between rows; rarely do the the rows rise above two stories (with walkways at the 2nd level, of course). The housing that still exist in the economy stacks tend to be prefab buildings designed to house multiple families with a single family area. There is generally no space for botanical grow in the economy stack, and food & water is generally obtained from (rare, working) grocery shelves scattered throughout the area.

Goods here tend towards the "cheap" and gaudy and barter tends to be the common form of trade. Electronic devices in this area tend to be crude, if they can be found at all. More often than not, devices found here are manually operated (a can opener, for example, would be hand-operated).

The "sky" of the economy level is always a false ceiling with LED lighting to simulate a night and day cycle. Ads are rampantly on display in all areas with working power, and access to electrical power is difficult to obtain out of a tenement - and is often a place ripe for ambush if not already tightly under someone else's control.

Brand Gangs tend to be the most numerous in economy stacks, and tend to be the most violent. Many Brand Gangs frequent the grocery isles, demanding a cut of any food purchased in the area in return for "protection".

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Next up in the "stacks" is the value stack. Originally designed for median-wealth blue collar individuals, housing consists of themed tenements arranged along the outer walls of the sector. Like the Economy stacks, the Value stacks are, on average 12 stories from floor to ceiling. The Value stack contains grand hallways wide enough for service vehicles (and lined with possibly functioning moving walkways) that connect for transport between sectors. Most of these hallways have barricaded and are patrolled by security personnel that attempt to disuade travel between the "closed" sections.

Shelving in the Value stack averages four stories tall with associated walkways at each level, with escalators and elevators between levels (some of which actually work). Small areas in the Value stack were set aside for ornamental living vegetation, but since the time of the crash, these areas have been replanted as gardens by the inhabitants of these areas (and jealously guarded). Likewise, each Value area has at least one or more area set aside for entertainment - often a recreational park or similar area. Access to these areas are closely guarded, and they generally have become "neutral trading grounds" and/or areas that traveling aislers flock to seasonally.

Goods in the Value area are of average, durable quality. Electronics are common, but usually require a plugged in source of power. There are some areas of Wi-Fi access for functioning computers, but they tend to be near tenements.

Brand Gangs are common in the Value stack, but they are as often beneficial as they are violent. It is not uncommon for large swaths of a Value area to be ruled by a singular Brand Gang, with one or two lesser or "secret" Brand Gangs tolerated in the area.

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The last, and rarest of the "stacks" are the Luxury stacks. In the times before the great crash, they were pleasure palaces for the rich and wealthy. As the world sank deeper into debt and as the War Against High Prices raged on, many of these areas were abandoned or targeted for attack. Those few stacks that survived the Crash are like walking into a paradise - or a nightmare.

Like the other stacks, the typical Luxury stack has 12 stories. Rarely do the buildings in a Luxury stack rise above one or two stories, and the majority of the floor is carpeted with botanical paths or otherwise richly themed to suit the former dweller's tastes. It is not uncommon for a single structure to exist on an acre or more of ground. Golf courses, entertainment parks, recreations of famous cities during pre-Walmart years and such can be found in the various Luxury stacks. The roof of Luxury stacks is lined with specially tinted glass to grant a full view of the world outside, and can darken appropriately to filter out harsh sunlight.

Oddly, shelving is almost non-existance in the Luxury stacks, and often well-hidden. Any object can be ordered from a single functioning shelving unit, as long as one has the ability to pay. Most objects available in the Luxury stacks are electronic in nature, and they are powered by kinetic (movement of the body of the user) or solar power. All luxury stacks have full Wi-Fi access for computers and can provide power to Value electronics by means of microwave energy beaming (so that the device does not need to be plugged in). Of course, this all assumes that power is available to the stack at all.

Inhabitants to Luxury stacks are rare - few can afford to maintain a lifestyle in an existing stack without a major reprogramming of the stack; those who can afford to dwell here often frown on interlopers and treat them poorly. It should also be noted most of these stacks have been rendered unlivable - either via radiation from leaks in the glass to the outside world, or exposure to harsh elements and remnants of the outside world.
 
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Reserved #4 - Mundane Gear and Artifacts


TRANSPORT
Most of the inhabitants of Walmart travel by foot. Aislers often travel in caravans pushing one or more shopping carts (sometimes strapped together into ubercarts). Quicker transport is possible via electric go karts (which have often been highly modified), though these devices require access to a regular power supply to keep running and are usually maintained by a team of runners who make their living transporting goods throughout a sector. In some areas, gas-powered go karts are the norm, especially in areas where electric power is scarce or travel is over large metropolis-sized areas. Full-sized cars can be found in some areas, but they are generally reserved for use between sectors or by wealthier car-gangs to securely transport goods across large sectors.

PROTECTION
With access to the outside world nearly negligible and further fueled by growing rebellion in later years, guns and other weapons ceased to be sold by Walmart. However, since the time of the War Against High Prices, weapons have been plentiful across the sectors. Whether makeshift or liberated from older caches, many groups keep armed members to protect their interests, whether they are Frequent Shoppers, Aislers or Brand Gang Raiders. Military caches taken from fallen soldiers on both sides of the war can be found across the sectors, and the black market in these weapons is very strong.

ARTIFACTS AND RELICS
Pricer: This rare artifact allows the individual to modify the price of a given item, favorably or unfavorably. However, it's use is not without peril; the device is tied into the Walmart supercomputer and it will counteract prices alterations that bring an item's cost below it's manufacturing value (usually 50% of the item cost). However, tales exist of legendary users capable of using "loss leader" functions of the device to discount prices even further.

Gift Card: This uncommon item usually forms the basis of a group of individuals, allowing them to purchase items from the shelves without repercussions from Walmart security bots or Walmart undercover detectives. Gift Cards are usually tied via DNA to a single individual and have to be recoded to transfer to another (with a small transaction fee attached). Gift Cards can be combined or reloaded at appropriate kiosks. They require an area have electrical power to be used.

Credit Card: This rare item is similar to a Gift Card, but its value regenerates over time. Like the Gift Card, it can only be redeemed in areas with electrical power.

Reward Card: This rare Gift Card not only allows the purchase of items (up to the amount indicated on the card), but it actually gives you money for buying things and regenerates like a Credit Card. Generally, a Reward card gives you 10-15% additional money when used.

Badge of Work: This extremely rare card allows an individual to take and use any item in the sector it is issued for without need of compensation. However, unlike other cards, it cannot be transferred and works only for those individuals it was issued to (and those with compatible DNA, usually offspring of the original owner). These items are highly prized, and the appearance of one can spark wars, kidnapping and other attempts to seize its power.

Kiosk of Information: While most of these kiosks sport the mysterious Blue Screen, a working Kiosk of Information can be used to locate items (or shoppers) in a given sector. They can also provide maps of a given sector and even display local sale items.

Kiosk of Assistance: Similar to the Kiosk of Information, a working Kiosk of Assistance can be used to contact Greeters or even call on Walmart bots for assistance in acquiring items to purchase.

Kiosk of ATM: Quite different, but in many ways similar in appearance to a Kiosk of Assistance, a Kiosk of ATM can be used to replenish Cards up to their full face value.

Kiosk of Employment: Similar to other kiosks, these legendary kiosks present a challenge to those who dare to use it. If an individual can pass the grueling test dispensed (including a fabled Address of Residence and no less than Three Contacts of High Moral Standing with an Address of Residence), the individual can qualify to acquire a Badge of Work in three weeks time. Note that working Kiosks of Employment are usually held deep within Greeter territory and guarded against access by the unworthy (often disguised behind a Blue Screen).
 
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For some reason this really reminds me of Paranoia. Sure, this setting lacks many parts of the centralized bureaucratic nightmare that is the Alpha Complex, but the atmosphere is similar to a grittier version of Paranoia, especially the "citizens" of various access ratings (credit ratings?) and the consumerist apocalypse of the setting.

Speaking of Paranoia, you might want to add a "Union" faction, something a bit similar to the "Commies" in Paranoia: the universal bogeyman, and a secret society which idea of what a union is probably comes more from Walmart's anti-union propaganda rather than from real union practices. The popular myth used to scare kids probably speaks of a single, monolithic organization that tries to sway people away from the One True Way of Walmart and probably destroy the stores as well, but in practice there would be multiple secret societies calling themselves "The Union", possibly with conflicting agendas...
 

Paranoia would work well, to be sure...but don't forget Shadowrun and the OoP Mayfair Games RPG, Underground.

It might also be cool as a scenario for X-Crawl or R. Talsorian's Dream Park.
 

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